Chainsaw Hobbit
2012-09-19, 08:52 PM
I have made a Minecraft creeper for the Dungeons & Dragons Fifth Edition playtest rules, as well as for the BECMI rules and clones such as Labyrinth Lord. I have improved a bit on the presentation format for the ladder.
Old-School D&D ...
Creeper
Hit Dice: 2+3
No. Enc.: 1d4
XP: 20
Movement: 120' (40')
Attacks: See text.
Damage: See text.
AC: 7 (tough, bark-like flesh.)
Average HP: 12.
Save: Fighter 1.
Morale: Unflinching.
Creepers are plant-like creatures covered in flammable moss and fungus. They are stealthy, dangerous, and aggressive to the point of being suicidal.
These strange abominations grow in caves and other dark places. They will use their infra-vision and unparalleled stealth abilities to sneak up on their foes before attacking, which succeeds on a d6 roll of 3-6.
Creepers attack by exploding. Before doing so, they spend a turn hissing loudly, giving their unsuspecting victims one round to flee or attack. Afterwards, they explode, dealing damage equal to 3d6 to all creatures within 15'.
If a creeper is killed by fire damage, it explodes. Otherwise, it crumples to the ground without dealing damage to anyone. The corpse can later be exploded by dealing any amount of fire damage to it.
Fifth Edition Playtest ...
Creeper
Medium Beast (Plant)
Armour Class 13
Hit Points 13 (3d8), vulnerable to fire damage.
Speed 30 feet (6 squares)
Str 8 (-1), Dex 11 (+0), Con 10 (+0), Int 4 (-3), Wis 10 (+0), Cha 12 (+1)
Alignment Neutral
TRAITS
Flammable: If the creeper is killed by fire damage, it can use Explode without spending an action.
Stealthy: The creeper gains a +4 bonus on checks to avoid being noticed.
Explosive Corpse: If a creeper is killed in a way that leaves it intact, the corpse remains highly combustible. It can be exploded by dealing any amount of fire damage to it, emulating the effects of its Explode action.
ACTIONS
Hiss: The creeper gains the ability to use Explode during its next turn.
Explode: Usable only if the creeper used Hiss during its last turn. The creeper explodes dealing 2d12 damage to all creatures within 15 feet (3 squares). This damage can be reduced to 1d12 with a successful DC 11 Dexterity save.
ENCOUNTER BUILDING
Level 3 (XP 150)
Creepers are plant-like creatures covered in flammable moss and fungus. They are stealthy, dangerous, and aggressive to the point of being suicidal.
These strange abominations grow in caves and other dark places. They will use their infra-vision and unparalleled stealth abilities to sneak up on their foes before attacking.
Creepers attack by exploding. Before doing so, they hiss loudly, giving their victims one round to flee or attack.
Old-School D&D ...
Creeper
Hit Dice: 2+3
No. Enc.: 1d4
XP: 20
Movement: 120' (40')
Attacks: See text.
Damage: See text.
AC: 7 (tough, bark-like flesh.)
Average HP: 12.
Save: Fighter 1.
Morale: Unflinching.
Creepers are plant-like creatures covered in flammable moss and fungus. They are stealthy, dangerous, and aggressive to the point of being suicidal.
These strange abominations grow in caves and other dark places. They will use their infra-vision and unparalleled stealth abilities to sneak up on their foes before attacking, which succeeds on a d6 roll of 3-6.
Creepers attack by exploding. Before doing so, they spend a turn hissing loudly, giving their unsuspecting victims one round to flee or attack. Afterwards, they explode, dealing damage equal to 3d6 to all creatures within 15'.
If a creeper is killed by fire damage, it explodes. Otherwise, it crumples to the ground without dealing damage to anyone. The corpse can later be exploded by dealing any amount of fire damage to it.
Fifth Edition Playtest ...
Creeper
Medium Beast (Plant)
Armour Class 13
Hit Points 13 (3d8), vulnerable to fire damage.
Speed 30 feet (6 squares)
Str 8 (-1), Dex 11 (+0), Con 10 (+0), Int 4 (-3), Wis 10 (+0), Cha 12 (+1)
Alignment Neutral
TRAITS
Flammable: If the creeper is killed by fire damage, it can use Explode without spending an action.
Stealthy: The creeper gains a +4 bonus on checks to avoid being noticed.
Explosive Corpse: If a creeper is killed in a way that leaves it intact, the corpse remains highly combustible. It can be exploded by dealing any amount of fire damage to it, emulating the effects of its Explode action.
ACTIONS
Hiss: The creeper gains the ability to use Explode during its next turn.
Explode: Usable only if the creeper used Hiss during its last turn. The creeper explodes dealing 2d12 damage to all creatures within 15 feet (3 squares). This damage can be reduced to 1d12 with a successful DC 11 Dexterity save.
ENCOUNTER BUILDING
Level 3 (XP 150)
Creepers are plant-like creatures covered in flammable moss and fungus. They are stealthy, dangerous, and aggressive to the point of being suicidal.
These strange abominations grow in caves and other dark places. They will use their infra-vision and unparalleled stealth abilities to sneak up on their foes before attacking.
Creepers attack by exploding. Before doing so, they hiss loudly, giving their victims one round to flee or attack.